RAM

Counters

$062B - Current number of coins pulled in Subspace (Slot machine currency)

$062C - Current number of BIG vegetables pulled for stop watch

$062D - Number of levels finished as Mario

$062E - Number of levels finished as Princess

$062F - Number of levels finished as Toad

$0630 - Number of levels finished as Luigi

Sprite Related

$0014 - Page of main character's X position

$001E - Page of main character's Y position

$0638 - Player's Overalls Palette

$0639 - Player's Cap Palette

$063A - Player's Skin Palette

Position of sprites

X position on page

$0028 - main character

$0029 - enemy 5

$002A - enemy 4

$002B - enemy 3

$002C - enemy 2

$002D - enemy 1

Y position on page

$0033 - enemy 5

$0034 - enemy 4

$0035 - enemy 3

$0036 - enemy 2

$0037 - enemy 1

Speed of sprites (left/right)

$003C - Main character

$003D - Enemy 5

$003E - Enemy 4

$003F - Enemy 3

$0040 - Enemy 2

$0041 - Enemy 1

Jumping Physics

$0046 - main character

$0047 - enemy 5

$0048 - enemy 4

$0049 - enemy 3

$004A - Enemy 2

$004B - Enemy 1

$0050 - Is character on a vine?

00 - no
01 - yes

Misc. sprite addresses

$0051 - Enemy 5

$0052 - Enemy 4

$0053 - Enemy 3

$0054 - Enemy 2

$0055 - Enemy 1

00 - Invisable
01 - Visable
02 - Dead

$005A - Enemy 5's relation to main character/landscape

$005B - Enemy 4's relation to main character/landscape

$005C - Enemy 3's relation to main character/landscape

$005D - Enemy 2's relation to main character/landscape

$005E - Enemy 1's relation to main character/landscape

00 - not on the ground (could be jumping or being thrown)
04 - walking
05 - turn left because object blocks path
06 - turn right because object blocks path
20 - carrying main character when reaching an edge to turn around
24 - carrying main character with same speed as movement

Sprite's palette, mirroring, etc.

$0065 - Enemy 5

$0066 - Enemy 4

$0067 - Enemy 3

$0068 - Enemy 2

$0069 - Enemy 1

Sprite IDs

$008F - Character selected (appearance only, until defeated, then stats as well)

Item flags

00 - no
01 - yes - Key appears above head even if thrown, but then not chased.

$00AE - Item in hand height (used for different character sizes?)

Misc.

$002F - Bonus chance left card

$0030 - Bonus chance middle card

$0031 - Bonus chance right card

$00BA - Screen speed moving left and right

$0100 - (screen hold?)

$0415 - the rising of the heart

$0416 - Height of whale's spout after peaking.

$0456 - Current time left Hawkmouth (before Wart) is open

$04EC - Level Transition.

00 - normal game play
01 - begin the same level and area again (like dying revive)
02 - game over
03 - end level, go to bonus game
04 - warp

$06F6 - Character growing or shrinking

$0211 + $0215 = Slot machine Slot #1 (only during slot game)

$0219 + $021D = Slot machine Slot #2 (only during slot game)

$0221 + $0225 = Slot machine Slot #3 (only during slot game)

9, 9 = Star
1, 3 = Shy Guy
11, 11 = Radish
5, 7 = Cherry

Button Related

$00F5 - Button pressed (Controller 1)

$00F6 - Button pressed (Controller 2)

$00F7 - Button held (Controller 1)

$00F8 - Button held (Controller 2)

Directional Pad
*0 - no movement
*1 - Right
*2 - Left
*3 - Left + Right
*4 - Down
*5 - Down + Right
*6 - Down + Left
*7 - Down + Left + Right
*8 - Up
*9 - Up + Right
*A - Up + Left
*B - Up + Left + Right
*C - Up + Down
*D - Up + Down + Right
*E - Up + Down + Left
*F - Up + Down + Left + Right

$9000-9029 = Music part pointers
$902A-9102 = Music part headers
$9103-910B = Pointers to first music part (for each song)
$910C-9114 = Pointers to last music part
$9115-911D = Pointers to looping music part
$911E-A18D = Music data
$A18E-A3EE = Instrument sound data (square pulse property bits)